Argo by Bruno Faidutti and Serge Laget (Canceled)
Argo by Bruno Faidutti and Serge Laget (Canceled)
Escape the Aliens and flee station Argo before they kill everyone. The escape pods only have a few seats, not everyone will be saved!
Escape the Aliens and flee station Argo before they kill everyone. The escape pods only have a few seats, not everyone will be saved! Read more
About this project
This project is EU and USA friendly: Shipping will be domestic for EU and US locations!
Simple "no fuss" campaign: One pledge level, no add-ons!
After a few moments, you come to your senses. The nausea and splitting headache are now familiar, as is the smell of the cryostasis coolant that just was drained from your Pod. Around you, other crewmembers are awakening.
But wait... what is this place? This is not the Waking Room of the ship you were put to sleep! What happened? Could it be that our transport was hijacked by organ traffickers and our cryotubes stored here?
As the rest of the humans awaken, the central computer broadcasts a message on the P.A. system: "Station Argo central systems. Xeno presence detected. All personnel proceed immediately to the Escape Pods. Self destruct sequence initiated."
The lights change colour to further stress the emergency.
First, the location change, now Aliens? What the...
- "Chief, where are we?"
Your team has awoken, and is reporting to you.
- "Don't know, don't care. You heard Mom. Let's find the Escape Pods and leave this place, stat!"
2-4 players, 40 minutes, 13+
In Argo, each player controls a team of Astronauts. The goal of the game is to find the Escape Pods and save a maximum of your Astronauts. However the players also control the Aliens, and the seats in the Escape Pods are limited, so unpleasant things will happen.
Players earn points by placing their Astronauts in Pods that leave the station and by killing other Astronauts with the Aliens. However, Aliens also get points each time a human dies, and if the players use them too aggressively against each other the Aliens might win the game against all human players!
Argo is the latest game from acclaimed designers Bruno Faidutti (Citadels, masquerade, Ad Astra...) and Serge Laget (Mare Nostrum, Mundus Novus, Ad Astra).
Argo was several years in the making, and has benefitted from extensive playtesting and development. Players must cooperate to a certain extent in order not to lose to the Aliens, however the game is competitive in nature and only one player will prevail.
Argo is now eventually ready to go to print, but we lack the funds and it will only be produced if there is enough support to do so. Argo will feature extra thick cardboard tiles, with an actual 3D effect (debossing and registered glossy varnish). This will make it a unique game in your collection.
Here are a few pictures of the components :
All pictures are from a prototype version or 3D renderings, not actual game components.
The cardboard standees will be replaced by miniatures - see campaign update #4!
The tiles will have an actual 3D effect, with debossing on the extra-thick cardboard.
Here is a video explanation of the game play :
And here is an interview of Bruno Faidutti at Paris est Ludique 2015, shot this summer (in French) :
Please note that the video was shot using a prototype, not final components. Notably, the standees are less tall now :-)
Serge Laget: "My name is Serge Laget. I work for the national education, keeping teachers of the first degree up to date on their knowledge. My free time is used for game design and I started that career in 1 985 with 'Le Gang des Tractions Avant”
Since then, many other games followed. Some are my own designs such as Mare Nostrum, others are team efforts. My favourites are Shadows over Camelot with Bruno Cathala and Ad Astra with Bruno Faidutti.
I am today especially happy to see Argo released now, with this very nice Flatlined Games version. I already worked with Miguel Coimbra for Cargo Noir and I really love his art."
Bruno Faidutti: "My name is Bruno Faidutti and I am also a Teacher. My first game, Baston, was released one year before Serge's.
About fifty have followed since, the most well known probably being Mascarade and Citadels, and my favourites Speed Dating and Animal Suspect, both created with Nathalie Grandperrin.
I previously worked with Serge to create Castel, which I hope will soon be released, and Ad Astra. Argo belongs to a genre I play less often, games with a lot of strategy and computing involved. This must be because of Serge's influence during the design process. I think this is my first game illustrated by Miguel Coimbra, which was long overdue."
Cover art by Miguel Coimbra. Miguel Coimbra is known as the illustrator for the board games Small World, Cyclades and the 7 Wonders card game. He also worked for trading card games, including World of Warcraft and Star Wars Galaxies, as well as several book covers and computer games.
Components art by Alexandre de la Serna. Alexandre has worked for a long time as colorist for French and Belgian comic books such as Kookaburra or Alix. He now also works as illustrator for board games and video games and recently joined the startup Haunted Tie to produce indie video games.
Argo is set in the far future. Corporations have built a huge industry around space exploration and deep space mining, with outposts and mining stations on every planet and asteroid that can be mined for minerals, gasses or water.
Space mining is fraught with perils, as other corporations and space pirates routinely assault mining stations or cargo transports, strange alien creatures sometimes inhabit the remote mining locations, and law is enforced at gunpoint.
Mining crews travel vast expanses of space in cryostasis, immune to the passage of time but vulnerable to anyone intercepting their transport.
This is what happens in space station Argo : your crew was hijacked and rerouted to another place during cryostasis, and you wake up in an unknown place, infested by Aliens.
You only hope is to flee to the escape pods and hope for a safe return.
Argo contains the following components :
- The game box size is 295x295x70mm
- 28 extra thick, 3D Module tiles (including a large Waking Room tile)
- 6 extra thick, 3D Escape Pod tiles
- 3 difficulty level tokens
- 4 x 5 Astronaut miniatures* in the player's' colours: 1 Grunt, 1 Robot, 1 Explorer, 1 Pilot, 1 Chief
- 5 Aliens miniatures*
- 25 plastic stands for the Aliens and Astronauts
- 2 player aids
- 1 Score Track
- 4 player score markers, and 4 spare markers in case you lose one
- 4x15 extra thick, 3D Activation Tokens
- Alien Score Tracks for 2, 3 and 4 players
- Multilingual rulebook (En De Fr Nl)
* see campaign update #4
All pictures are from a 3d rendering, not actual game components.
Flatlined Games is based in Brussels, Belgium.
Founded in 2008 By Eric Hanuise, Flatlined Games is a one-man-business. Each game published by Flatlined Games is done in tight collaboration with the designer, and we take the time to develop each game so it meets its' full potential.
We also keep games in print for as long as economically feasible as we believe a board game is a work of art and not some short-lived commodity product.
Since 2010, Flatlined Games has released many great games, all of which have been well received by the gaming community and some of which who received prestigious awards such as the Canadian 'protégez-vous' label or the Dice Tower Award.
Here are all the great games we have released so far :
Flatlined Games products are currently sold in Belgium, France, UK, Holland, Germany, Spain, Czechia, Slovakia, Romania, China, Japan, Russia, Canada, and of course the U.S. of A. We publish localized foreign versions in collaboration with local partners such as Heidelberger, Asmodee iberica, Asmodee China, Go-kids, MyBG, Mosigra, Zvezda, Heidelberger, Bergsala, Esdevium, Blackfire, and many others.
Argo was initially planned with cardboard standees, but this was changed to miniatures early during the campaign - see campaign update #4 for details.
Here are the sketches from miguel Coimbra that will be used as model to sculpt the miniatures :
Stretch goals will be announced once we reach the funding target.
You can expect components upgrades, and some new rooms for the station.
Argo has been delayed many times in order to make it the best game that it can be. Now that everything is ready to go to press, we do not want to delay it further for lack of money to produce it.
We want to release Argo as soon as possible, and to make it a uniquely high quality product with extra thick 3D cardboard tiles. Without Kickstarter we simply cannot publish Argo : we need your support to bring this game to the market!
Without you, Argo will not be printed.
We have a track record of high quality games, previous Kickstarter experience with Twin tin bots, and we can manage the complexity of this project. We have ran quotes with several manufacturers with a track record of quality games produced, to validate our design decisions and price them. We have the channels for logistics and fulfillment, everything is ready to bring Argo to your door. All we need now is your support.
Once the game is funded, lots of things happen. First it takes a couple weeks for the project to be closed, money transferred, polls answered, etc. After that, the production process starts, and will last for about three months. Then the goods need be shipped from the factory to the shipping and handling facility, which takes another month and a half. So it will take at least 5 months between the project end and the time you get your game box. If there are issues to be solved along the way, it will be a bit longer. (It could also be shorter, but we want to keep expectations realistic. Too many projects overpromise and underdeliver in that regard.)
We positively impressed our Backers with Twin tin Bots by delivering a bit early ahead of time, and intend to do so here as well. I have set a target date of June 2016, which is a worst-case scenario.
The key part of crowdfunding success is reaching a crowd.
Flatlined games is a small publisher, a one-man shop, and currently has little 'reach' in the US. To make this campaign succeed, it is critical that we can become visible to as many US gamers as possible. As backers, you play a key role in that visibility :
Please tell your friends about Argo. Share the project page on Facebook and Twitter, on your website, everywhere!
You are our best ambassadors to make this project a success : people pay much more attention to your recommendation than they ever would to any banner ad or promotional video. Your network of friends and contacts is full or gamers we have no other way to reach. Your support makes a huge difference between a failed and a successful campaign!
Also tell your friendly local gaming store about the game, and mention he can pre-order copies with the usual retailer discount while the campaign is active, and only pay them when his usual distributor delivers him his advance copies!
Risks and challenges
Argo has received extended testing and development, and has been played on several events such as Canne's Festival International du Jeu, the Paris Est Ludique fair and will be played during the Essen 'Spiel fair.
All artwork for the game has already been produced, as the layout for the game components and design of the playing pieces:
This project is mostly complete and ready to be produced, it is not a work in progress.
The addition of miniatures (see campaign update #4) adds risk for delays or problems, but I am confident i can manage this. If there are any issues that could prevent the game to be produced as advertised before the campaign end, I will cancel the campaign.
Flatlined Games already successfully produced five titles (Dragon Rage, Rumble in the House, Rumble in the Dungeon, Twin Tin Bots, Robin), and sold 50.000 copies of Rumble in the House/Dungeon over 5 years.
We do have experience in this business, a proven track record, and a reputation to hold. We funded and delivered Twin Tin Bots through Kickstarter, and delivered ahead of schedule.
Publishing a board game is however always a risky endeavour. Many things can happen, errors can be made, as board games are such individual projects that there is no 'standard procedure' that can be followed. We believe we can deliver, just as we did before with previous projects.
Flatlined Games is a one man business. The main risk is delays, in production or in shipment, as we will not compromise on product quality. Of course we will provide regular updates on production and shipping status and issues along the project.
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